Ware your words, for Truenames hold power - Reign of Winter OOC


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Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I've always liked Spell Focus. I hate people saving against my spells.

What kind of spells do you see yourself casting? I decide my feats based on what my specialization was. You went conjuration I think?

Spell Focus Conjuration and Augment Summoning are both must haves.


M Human Commoner/1, Expert/1

It's pretty early for metamagic, isnt it? Craft Wonderous, Spell Spec and Augment Summoning are all pretty solid. (Although the last two are no good to you without spell focus)

Are we going to see the Halfhand begin summoning horrible beasties now that he has second level spells? I feel like we could use the additional meat on the field.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Honestly? I probably wasn't going to even start summoning until I got 3rd-level spells. The only creature worth its salt at this level is the small Earth Elemental.

Hilde Alfborne wrote:
What kind of spells do you see yourself casting? I decide my feats based on what my specialization was. You went conjuration I think?

Conjuration and Illusion fit the Halfhand's shadow-magic best, I think. Having the two side-by-side functions as a nice little manifestation of his madness and inability to discern what is real and what is not.

On the flip-side, he'll be avoiding Divination and Necromancy almost religiously, as nothing terrifies him as much as the thought of his own mortality.

That said, Spell Focus (Conj) is probably the best choice. I don't think I was planning on Augment Summoning when I first made him, but I can't find where I wrote the plan down, so...

Level 3:
Stats
+7hp (+4 base, +2 con, +1 favoured class)
+1 fort
+1 ref

2nd level spells (3/day)
Glitterdust
Flaming Sphere

Feats
Spell Focus (Conjuration)

Skills
(Dungeoneering) +1
(Geography) +1
(History) +1
(Nobility) +1
(Planes) +1
(Religion) +1
Spellcraft +1
Stealth +1


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Nothing too exciting, but doubles the sneak attack is welcome.

Cearb 3th level rogue:

5 + 3 = 8 hp
+1 BaB
+1 Fort and WIll
Rogue Ability = +2d8 knife sneak attack, blade sense +1
Feat = Nimble Moves
+1 to Acrobatics, Disable Device, Intimidate, Know Nature, Know Geog., Perception, Ride, Slight of Hand, Survival, Stealth


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I updated Hilde's online character sheet and will update her alias tomorrow. There were significant changes once I changed my feat, despite my only taking another level in paladin.

She's now a sword/shield two weapon fighting paladin. I'm hoping it will make her a better defensive tank.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Here's a rough bunch of equipment tables for Team Slushee.

You may need to play around with the view to get it to proper spreadsheet form. Or you might not. Turning on the 'Compact Controls' setting also helps. If all goes well, each page should fit on a standard computer screen without having to scroll around. There's a tab at the bottom for each character, as well as an unsorted tab with the new loot in it.

Most items are there, but don't have weight or gp values yet. It's open for anyone to edit (I think), so feel free to add those if you like. I'll get around to it eventually either way.

Type values into the yellow areas and don't edit the grey text (as those are formulas). Once those are in, it'll tell you how much weight you're carrying at the bottom as well as your total character wealth. The Halfhand's tables are done, if you want an example.

I couldn't open Hilde's sheet for some reason, so that one's still blank.


Minor Crab-beast

First KS game this year I've thought worth sharing

Looks like a very cool gritty dungeon crawly thingamabob.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Backed@ Early Bird Adventurer level - very cool looking indeed... just my cuppa chah

Cheers for the heids up Mark :)


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Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

That's pretty damn awesome.


M Human Commoner/1, Expert/1

For those that can't switch between tabs on said spreadsheet, switching to "list mode" is all that works on my browser (and I dont seem to be able to edit in that setting).

Two open questions to the party and one for Voice: are we selling this spear, and are we looking at a five way or six way split? And what is the purchase limit on this town? High enough that I'd have a 75% chance of grabbing a mithral chain shirt? I mean to continue their time-honoured tradition of preserving poorly optimized short people.


Minor Crab-beast

Selling the spear can be done - but it's a no to the mithral chain shirt.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
DM - Voice of the Voiceless wrote:

Valuable Items available:

+2 studded leather armor, a belt of mighty constitution +2, a potion of feather step, +1 arrow catching light wooden shield

Masterwork weapons and armor are available in the town as well.

2025 in gems and trade goods

2899.9 in coinage
+1 manslayer spear (3925gp)
Potion of cure moderate wounds (750 gp)
Scrolls: remove curse (375gp), resist energy (150), 2 liquid ice (80gp), 4 featherstep (100gp)

820.8 each from the coins and gems. Please say if you want to keep any of the potions or scrolls. I am inclined to sell all of them, with the possible exception of the featherstep potions.

I am going to purchase a Masterwork Spiked Light Quickdraw Shield for 259 gp leaving me 561.8. Hilde would like to keep the 4 "ice diamonds" and two of the sapphire rings + 11 gold, 8 silver as her share of the current cash.

If we sell any of the potions, scrolls, or the spear, I will figure the amount of money we each have. I thought that Kelgar wanted the spear. It won't do Hilde much good as she's front line.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

The spear's good to sell. Kelgar's more of an axe-dwarf.

The spear would sell for half that, right?


Minor Crab-beast

Correct.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Let's keep the consumables, as they can always come in handy. They'd only sell for half anyway, and that's mostly chump-change once it's split six ways. Also, the Pot of CMW is 300, not 750.

All that said, our shares with the spear sold are 1147gp, 9sp.

Feather step pots should go to our slow friends who are crippled by that heavy snow. I can hang on to Resist Energy to learn and either Kelgar or Hilde can grab the Remove Curse. The CMW should probably go to someone who doesn't have their own healing, like Caerb.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Bastagar can put the featherstep to use, and given the trouble us 20speed gnomes have had in the deep snow, I say we definitely should keep the feather step


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Works for me. I would like to buy a masterwork light spiked shield for 259. With money left over from before, this leaves me with 937.9 gold. If no one minds, I'll take the flawless diamond (500gp), three of the blue diamonds(100gp each) and one of the amethyst rings (75 gp) with 62 gold and 9 silver in cash.

Please let me know if there are any problems with this purchase. 8)


M Human Commoner/1, Expert/1

On treasure:
As his lady, Hilde can have the lions share of the gems. Bastagar will try to sequester at least one of the ice diamonds, as well as the scrimshaw sculpture (150gp). I'd like an armour upgrade but I think that studded leather is too far out of my price range. [ooc](In fact, unless we pool our resources I don't think we can buy any of the magic items in town. For those not buying anything, perhaps pooling some of our unspent resources for a belt of mighty constitution for Kelgar, Caerb or myself might be worth it (probably the dwarf). We can make up the difference in our next haul.

I'm at a loss for what Bastagar should spend his gold on here. Alchemical items and scrolls, perhaps?


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

I don't know if scrolls would be available for purchase in this town. Just hang on to your money until you've got enough for something substantial, I'd say.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

What kind of armor are Bastagar and Cearb wearing now?

And how much are the +2 studded leather and the Belt of Constitution?

I thought about getting my masterwork strength bow, but considering how often I would shoot it, decided to pass. I've no problem saving my money, but I'd give my money to either of the gnomes to buy either of the two magic items in a second.


M Human Commoner/1, Expert/1

They'd be 4,000gp and 4,175gp respectively if I'm not mistaken. Bastagar is in leather, and I consistently keep forgetting to roll my arcane spell failure chance. Too many bards... I'm hesitant to take my spell failure chance too much higher (i.e., wear a chain shirt) but I'm hoping to have either a mithral chain shirt and arcane armour training or a wand of mage armour in the next level or two.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

We will have to try to pick them up later. There is just no way we can afford something like that now. Even if all three of us fey threw our money in the pot, we'd still come up way short.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Team Slushee Purchases:

I have forgotten if we have picked up a wand for healing, yet?

Given how much a pain it is to move in the snow as we learned, I'd think we all might want to carry potions of featherstep at some point, too.

Kelgar 3:

I forgot to post this earlier...

Level: +1 Inquisitor
HP: +9 (5 base, 3 con, 1 favorted)
Spells: (0) Detect Magic, (1) Expeditious Retreat
Skills +7
+1 Acrobatics
+1 Diplomacy
+1 Intimidate
+1 Know Dungeon
+1 Perception
+1 Sense Motive
+1 Swim
Feat: Power Attack
Teamwork Feat: Lookout


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Female Human (Ulfen) Barbarian/1

How come every time we're about to enter a battle in this campaign this song comes to mind?


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HP: 9/23 - AC:14|13|11 - F:+3|R:+6|W:+4 - Per:+7/+9 Init:+3

I was actually thinking this little ditty would make a good theme song for the Black Hus.


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Female Human (Ulfen) Barbarian/1

Aye, definitely a good one!


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Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Damn good songs.

And then there is also this for the Songs O' The Black Hus :)


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Minor Crab-beast

Fencing destroyed me last night - updates through the course of the day.


HP: 9/23 - AC:14|13|11 - F:+3|R:+6|W:+4 - Per:+7/+9 Init:+3

Skane:
Wanna rush'em since they plan to throw down. Or should we stop and see if they will come to us? I'm game either way.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Rikka:

If we hang back you'll need to magic missle the heck outta them, as we're pretty light on range weaponry. IF we drop any that might draw them out? Flipside is we have to weather the hail of crossbow bolts and while we should be okay AC wise - if they do hit it'll likely be a crit which will bite all the deeper.

Rushing them is a definite option. Am still hazy on the actual demographics of the guards - if they are above us/behind a barrier then we still could get nailed ahead of getting our hands on them..

Am torn. If they present clear targets we rush, if nei then perhaps soften them up...


Minor Crab-beast

Skane and Rikka:
Four guards on the ground and a few up on the battlements.

You've clear lines to the ontes on the ground and they are outside of the ice barrier / walls


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Rikka and DMVoV:

Well in that case lets get bloddy ;)


Minor Crab-beast

Black Hus:
Seven is quite obviously not Skane's lucky number.

Ouch for a surprise round response.


HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

black hus:
Ouch, indeed. Not a way I would have wanted to start this fight, but them's the breaks, I guess.

Also, not that it would change the way those rolls went, VoV, buy why the surprise round? Both groups are beginning the fight knowing the other one is there. I would have thought a normal 1st round was in order.

Mostly an academic question, as I'm not asking for a retcon. Just to know what to expect moving forward.


Minor Crab-beast

Black House:
Surprise round was more to represent the kicking off of the hostilities and the turn from detente to all out war.

The guards captain made his sense motive - hence was on the ball enough to react in the surprise. Had he not, then Rikka/Skane would've gotten a freebie surprise round themselves when they broke into red handed song.

Those out by the wood were a bit removed and therefore fade into action on round 1.

RAW it's not the usual, but I thought it would serve to represent the sudden outbreak of hostilities and the fact those at the gate would react slightly quicker.


HP: 9/23 - AC:14|13|11 - F:+3|R:+6|W:+4 - Per:+7/+9 Init:+3

Skane and VoV:
I'd like to hold off on a tactical decision until we can see the map. How badly hurt are you, Skane? We can either press forward, and since the door is down, we can try to bring our folks in the front or we could retreat and lead whatever 'surprise' they have in mind, into a trap nearer the woods. I'm good to go either way.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Black Hus:

Skane is pretty fecked 10/35HP - however I'm hopefully giving them some pause with my defiant last stand...

Rikka your call regards alerting the others or standing firm. Feel free to ignore my tactical thoughts - IF she can bring the thunder in the others, then do it...

I for one am loving the brutality of the attack. thought it would be a Forlorn Hope but what's the fun in stealth and safety lol.

DMVoV - Ragnar would be proud nei ;)


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I am slammed and behind on my studying but struggling to keep up. Please be a bit patient with me in the next week or so and if another can step up for some of the talking, I'd really appreciate it.

My study program has my whole day scheduled, 8am to 11pm with 3 half hour breaks. Needless to say, it's unrealistic and so I'm falling behind. 8(


Minor Crab-beast

No problems Hilde - I'll roll through the chat with *redacted* and give feedback to the other PCs.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

2k posts - congrats to my fellow Black Husmates :)


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HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

:: does the 2k Shuffle ::


HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

I realize I'm a couple of years late on this, but I just started watching Vikings (the tv show).

Holy.

Freaking.

Crap!


Minor Crab-beast

Verily man-flu hath descended upon me.

Updates when brain is not mush.


Minor Crab-beast

Man-flu gone.... toddler no-sleep rampage hath taken its place.


HP: 9/23 - AC:14|13|11 - F:+3|R:+6|W:+4 - Per:+7/+9 Init:+3

Eesh. Good luck with that!


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Glad the man-flu is gone.

Doctors in Training is kicking my butt. Looking forward to Step 1 of my boards being over.


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Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Black Hus:

So guys what's our strategy? My thoughts are we need to keep the sheildwall in tact at least 3 of us (with Skane in the middle - so others can benefit from his abilities?)

Am actually thinking of a strategy like Rollo's (around 0:50 into the trailer for Annalisa? Raging leaping Trow slaya! ;)

My boy is wounded but unlikely we'll have the time to heal as we need to move...

Open to suggestions - but we need to nail down a strategy as flatbowmen + Iss Trow could be a very nasty encounter. And Hel know's what else the tower holds.


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HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

black hus:
Bah! I clicked that link, then had to drop immediately as I realized Im not that far in the series! (don't wanna spoil the fun) :D

My assumption is that they shield wall up and someone leaps the wall to get at the back ranks of their foe? In which case, I COMPLETELY AGREE!

I outlined this in the discussion (and in character), but the summary is this. We form up, Skane and Rikka on the front line, with Anna and Klo behind. We full defensive + single move forward each round while they reload. Kath can join up (at which point Klo will step to the front row and join the shield wall), and Kath can continue putting heals where they're needed.

Hopefully we'll be able to blunt another volley as we close the gap, at which point, we'll pounce on the troll. Hopefully we can down her before she and the crossbowmen can take any of us down, then we can figure out what to do.

Basically, it's what i see as the best of rikka's and skane's suggestions. I don't love the idea of those archers having another round of fire on us, but we're also not close enough to the troll right now to be able to all hit her at once. If Anna goes right now, she's the only one able to get into melee this round... which could be really bad for her. I'd prefer for all of us to hit her at once with as much firepower as we can bring to bear.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Black Hus:

Heh. The clip is from Season 2 so yeah, my bad should have spoilered it!

Apologies hombre.


HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

black hus:
No biggie. I caught it quickly enough. No harm, no foul.

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